Most expensive research
Monumental building
800 Gold
Research Research compass
All 23 technologies with requirements, costs, duration and effects – drawn as a dependency tree from the very master data the game uses.
Six areas
The technologies of the game bundle into six areas. Each one brings its own emblem – the same classification as in the technology tree and the register.
Crop rotation, mining, smelting and master crafts – everything that makes workshops faster and more productive.
Roads, carriers, warehouses and granaries – the logistics behind every delivery.
Contracts, banking, taxes and guilds – the administration that manages your prosperity.
Scholarship, architecture and monumental building – knowledge that becomes a landmark.
Tactics, field medicine and siege engineering for the troops on your coast.
Dependencies
From left to right: each column is one level deeper. A technology can only be researched once all its predecessors are complete – the lines show exactly that dependency.
23 technologies in 5 levels
Swipe sideways for the whole tree
How the effects are distributed across the six research areas
Most expensive research
Monumental building
800 Gold
Longest study time
Monumental building
3 h
Biggest lever
Master crafts
+60 %
Deepest chain
Ocean shipbuilding
Level 5
Technology register
Every technology with costs, duration, requirements and effects – filterable by area and full text.
Master data
01Craft
Rotating fields yield more: grain farms, hop gardens and vineyards work faster.
02Craft
Ponds on the shore deliver fish reliably: unlocks the fish farm, fishers work faster.
03Craft
Better tunnels and tools: the quarry and all mines work faster.
04Craft
Sand, fire and patience: unlocks the sand pit and the glassworks.
05Craft
Hotter furnaces and better alloys: smelters and toolsmiths work faster.
06Craft
Deeper shafts and better pumps: new mines and quarries have larger deposits.
07Craft
Guilds train masters: weavers, breweries, goldsmiths, wineries and glassworks work faster.
08Logistics
Improved roads and trained carriers: your carriers travel faster.
09Logistics
Taller shelves and tidy bookkeeping: storage capacity of all settlements increases.
10Logistics
Airy storage buildings: unlocks the granary.
11Seafaring
Experienced captains: all ships travel faster – trade, transports and expeditions.
12Seafaring
Surveyed coasts and star charts: exploration voyages into near and open waters.
13Seafaring
Larger hulls for long voyages: ships travel faster, explorations reach distant seas too.
14Trade
Negotiating skill: one additional delivery contract is posted at your harbour.
15Trade
Bills of exchange and credit: the upkeep of your buildings drops.
16Trade
Clerks and tax rolls: your settlements collect more taxes.
17Trade
Guilds and inns: unlocks the tavern, breweries work faster.
18Scholarship
Teachers, students and books: every further research goes faster.
19Scholarship
Scaffolds, cranes and plans: construction and upgrades take less time.
20Scholarship
The art of great structures: unlocks the great projects in your Hanseatic cities.
21Military
Unlocks the weaponsmith, weapon kits and two specialisations per squad type from Experienced rank.
22Military
Reduces landing squad recovery after future missions by 20 percent.
23Military
Unlocks siege equipment for experienced pioneer squads. Weapons and tools supply every mission.
No technology matches this selection.
Key figures
The full overview of all technologies – the very numbers that apply in the game.
| # | Technology | Area | Level | Duration | Gold | Goods | Requirements | Effect |
|---|---|---|---|---|---|---|---|---|
| 01 | Crop rotation | Craft & Production | 1 | 1 h | 120 | 1 | none | Workshop speed Grain farm +12 %, Hop garden +12 %, Vineyard +12 % |
| 02 | Fish farm | Craft & Production | 2 | 1 h | 140 | 2 | Crop rotation | Workshop speed Fisherman +10 % |
| 03 | Mining | Craft & Production | 2 | 1.5 h | 160 | 2 | Crop rotation | Workshop speed Quarry +12 %, Coal mine +12 %, Gold mine +12 %, Iron mine +12 % |
| 04 | Glassblowing | Craft & Production | 3 | 1.5 h | 220 | 2 | Mining | Unlocks |
| 05 | Metallurgy | Craft & Production | 3 | 1.5 h | 260 | 2 | Mining | Workshop speed Smelter +15 %, Toolsmith +15 % |
| 06 | Deep mining | Craft & Production | 4 | 2 h | 380 | 3 | Metallurgy | New deposits +25 % |
| 07 | Master crafts | Craft & Production | 4 | 2.5 h | 450 | 3 | Metallurgy, Glassblowing | Workshop speed Weaver +12 %, Winery +12 %, Brewery +12 %, Goldsmith +12 %, Glassworks +12 % |
| 08 | Transport | Transport & Storage | 1 | 1 h | 200 | 1 | none | Carrier speed +12 % |
| 09 | Warehousing | Transport & Storage | 2 | 1.5 h | 260 | 2 | Transport | Storage capacity +10 % |
| 10 | Granary | Transport & Storage | 3 | 1 h | 240 | 2 | Warehousing | Unlocks |
| 11 | Seafaring | 3 | 2 h | 320 | 2 | Warehousing | Ship speed +15 % | |
| 12 | Cartography | 4 | 1.5 h | 360 | 2 | Seafaring | Exploration nearby waters and open sea | |
| 13 | Ocean shipbuilding | 5 | 2.5 h | 520 | 3 | Cartography | Ship speed +10 % · Exploration distant seas | |
| 14 | Commerce | Trade & Administration | 4 | 2 h | 400 | 2 | Seafaring | Offers at the harbour +1 % |
| 15 | Banking | Trade & Administration | 5 | 2 h | 480 | 2 | Commerce | Upkeep +25 % |
| 16 | Civic administration | Trade & Administration | 1 | 1 h | 180 | 1 | none | Tax income +5 % |
| 17 | Guilds | Trade & Administration | 2 | 1.5 h | 260 | 2 | Civic administration | Workshop speed Brewery +10 % |
| 18 | Scholarship | Scholarship & Architecture | 2 | 1.5 h | 300 | 1 | Civic administration | Research speed +15 % |
| 19 | Architecture | Scholarship & Architecture | 3 | 2 h | 380 | 3 | Guilds | Build speed +20 % |
| 20 | Monumental building | Scholarship & Architecture | 4 | 3 h | 800 | 3 | Architecture, Scholarship | Great projects Hanseatic cities |
| 21 | Tactical training | Military & Troops | 1 | 1 h | 220 | 2 | none | Troop training specialisations and weapon sets |
| 22 | Field medicine | Military & Troops | 2 | 1.5 h | 280 | 2 | Tactical training | Troop recovery +20 % |
| 23 | Siege engineering | Military & Troops | 2 | 2 h | 420 | 3 | Tactical training | Siege equipment for experienced pioneers |
Next step
The guide explains which research pays off first – depending on whether you want to produce, explore or trade first.